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Fuel for thought... - Printable Version +- Discovery Gaming Community (https://discoverygc.com/forums) +-- Forum: Discovery Development (https://discoverygc.com/forums/forumdisplay.php?fid=7) +--- Forum: Discovery Mod General Discussion (https://discoverygc.com/forums/forumdisplay.php?fid=37) +--- Thread: Fuel for thought... (/showthread.php?tid=2179) |
Fuel for thought... - onca - 01-09-2007 I'm with Mal on this one. The notion of consuming fuel has been raised before at least twice, and always beaten down... either b/c its too hard to code, or b/c everyone has a think and ends up hating the idea. Not that the idea is a bad one.... its logical, after all, what the hell is H-fuel for anyway???!! But where do we stop with the realism already? Must hold O2 so the pilot can breath; then food and water; then must stop at a base periodically so he can take a cr*p.... Sorry to be blunt (I'm on a bender today:P) o. Fuel for thought... - Koolmo - 01-09-2007 Lol, we could make like 18 more equipment slots that you have to buy **** for, or your ship wont run. Fuel for thought... - Qunitinius~Verginix - 01-09-2007 H fuel is supposed to be used for capship fuel Onca and Im guessing since Freelancer was not intended for Capships to be used so H fuel is just a Commodity. If H-fuel was being consumed, here is a thought, wouldn't Toxic waste have to be produced? Just for the extra challanging bit. I think that in all, its a good Idea, but Freelancer was not supposed to be a game about realism. (Ships dont turn like they do in the game, you have to spin the ship and then the engine have to push it in the way you want and it slows down and blah blah blah). So i say, Rather not go along this path. Verginix Out Fuel for thought... - Jack Burton - 01-09-2007 ' Wrote:OK, I'm warmed up... ...I gotcha bro....yeah we got allota hells. Can always use one more I'd think though. As far as it being " real enough " Um.. FL is about as candy-coated as it gets with space. The amount of " realism" now included is...well...zilch. Faction concerns are about as heavy as it gets there Mal; but you're right I was gonna put a piece of duck tape over the gas gauge in my truck just the other day 'cause I look at it too much. *chuckles* It's a game guys. and honestly it's a pretty " walk away and grab a cup of coffee " game compared to most out now. A little realism in my desktop version is what I'm aiming for here. as I've said several times throughout my posts on this subject. I'm here for your advice on how to make this work. Your community has been here a long time; you've doubtless had this conversation before and if you had wanted to, this would be implimented by now HERE... of all places where the community ostensibly strives for a level of continuity with the original FL verse. But it's not, so I ask myself not whether it SHOULD be done. Can it be done. I'm not trying to change YOUR version of reality guys; I'm looking for coding advice to get this accomplished and I'm trying to narrow the direction of expertise down to the necessary game elements. That's all... ~Jack Fuel for thought... - marauder - 01-09-2007 If we do go for capships using H-fuel, might be a good way to stop everyone who comes on getting one ASAP, then theres going to be a problem. For every unit of H-fuel used the game would have to give you a unit of toxic waste. To represent the fuel usage, the only problem with this that I can see is people in BS's buying cheap H-fuel, running down to rhienland and selling the toxic waste, basically making a profit from flying around doing nothing. Perhaps we need to go another route. How about making the inferno, Battle razor, missile, flak and mortar turrets take up cargo space, which would represent the capacitors used to charge the weapon or the ammo it needs to fire. So the more 'special' turrets you mount, the less cargo space you have. Say 25 units for the gunboat, 50 for the cruiser and 100 for the BS versions. Then have double that for the mortars, due to their higher energy usage and damage. eg: 100 for the light mortar, 200 for the mortar and 300/400 for the heavy mortar. That way people who have capships equipped with the 'special' weapons have a disadvantage to those who use the 'normal' turrets. The cargo hold of capships would mean you can still do a missile or flak cruiser/frigate/BS, you just won't have alot of cargo space because of the muntion stockpiles for those turrets. Fuel for thought... - Nightfall - 01-09-2007 hmm, the H-Fuel shouldn't have residues, but the MOX could turn into toxic waste... this thought brought me back to Elite III: First Encounters, there was H-Fuel (no residues) and there was Military Fuel (used on military vessels and it turned to toxic waste). Fuel for thought... - Korrd - 01-09-2007 This is all very nice and promising but.... Can this be done with the FL engine? Fuel for thought... - Nightfall - 01-09-2007 :lol:I don't think so Korrd, I'm just thinking out loud (or - in writing)... throwing suggestions... Fuel for thought... - JackDHuntr - 01-09-2007 ' Wrote::lol:I don't think so Korrd, I'm just thinking out loud (or - in writing)... throwing suggestions... Personally I have implemented the MOX standard to all AEGIS ships. Any small fighter may not have MOX as long as they are in formation with a larger ship. to denote that it is landed inside the ship. The ship must fuel (cap ship trade mox with fighter) to RP that it is being fueled and taking off. Mox has a very long life expectancy however it also reduces the time of "in combat" continuous stalemate until someone makes a mistake tactic. I havent quite decided on what would happen if the ships run out of fuel. However I do have a large train carrying over 4 tons of MOX on stand by. :-) Fuel for thought... - Nightfall - 01-09-2007 it was more like make it really happen, not just RP and anyway, the 4t of MOX should be decaying if the standby train is really on standby (logged on while you use the fighter) |